Xaero’s Minimap: Visuals, Cave Mode, Compass, Coordinates, and Performance
Getting Around the Interface
The mod’s on-screen elements are managed through an edit mode that you can only enter while playing. Select any interface with a left-click, then drag it to a new spot. Right-click to drop the selection. Once an interface is selected, press C to center or uncenter it, press F to flip it, and press S to open its settings quickly. You can also move the minimap itself by left-clicking and dragging it. Some interfaces look different when centered, so test both states. Use the Confirm button to keep your layout or Cancel to throw it away. To start fresh, pick Restore Default Settings.
Minimap Appearance and Size
The Minimap Size option controls the frame’s dimensions. If you choose a square shape larger than 180 units, the map is forced into a north-locked, non-rotating view. For the Auto size, slide the setting all the way to the left. The UI Scale option changes text and interface element size—it is not meant for zooming. Frame color is adjustable for non-default styles. Undiscovered areas on the map can be dimmed with the Undiscovered Opacity slider, which works relative to the main opacity. You can also hide the minimap when any GUI screen (like your inventory) is open, or specifically when the F3 debug screen is active.
Cave Mode
Cave mode is a mapping style that renders blocks below the surface, useful for underground tunnels and building interiors. It activates when the game detects a square ceiling of solid blocks above you; the ceiling size is configurable, and the blocks do not need to be on the same Y level. You can enable cave mode automatically based on that detection, or toggle it manually with a key binding. The Manual Cave Mode Start Y option sets which Y level the map begins scanning from when manual mode is active—again, slide left for Auto. A Cave Mode Toggle Timer prevents rapid flickering when you move in and out from under ceilings. When cave mode is on, an extra zoom factor can be applied via Cave Zoom. For better readability, you can switch from real block lighting to depth-based lighting, which separates cave layers visually. You can also restrict cave mode to specific dimension IDs; an empty list means it works everywhere.
Compass and Direction
The compass shows the cardinal letters (N, E, S, W) on the map. You can adjust its scale and the shadow/background color behind the letters. The north letter can have its own distinct color. If you place the compass on the map frame, you can choose to render the letters above waypoints or above all other map elements. For the non-rotating minimap variant, the player arrow’s scale and color are also adjustable. The Lock Minimap North option keeps the map fixed with north at the top.
Coordinates, Biome, and Info Display
Under the minimap, you can display a variety of information types: current coordinates, facing angles, the dimension name, the biome you are in, weather, light level, and more. Use the Info Display Manager to choose which items appear and rearrange their order by dragging. The Info Text Alignment option sets whether the text is left, center, or right aligned. Each info type can have a colored background, and you can adjust the background opacity globally. Biome colors can be smoothed across block edges with Biome Blending, though disabling this can improve performance if biome calculation is mod-heavy. You can also switch biomes to a vanilla color scheme.
Performance and Rendering Options
Several settings help tune performance. Safe Mode replaces the default GPU-based rendering with a CPU-based fallback; use it only if the mod malfunctions, as not all features work there. Ignore Server Heightmaps fixes incorrect map rendering caused by custom server heightmap values, at a small performance cost—toggle it only if needed and re-enter the world afterward. Block Transparency and Adjust Y For Short Blocks affect how carpet-like blocks are drawn, preventing harsh shading. The Further Zoomout option is experimental and off by default due to potential lag. For entity radar, the Entity Height Limit sets the maximum Y-level distance for entities to appear, and Show Entity Depth darkens entities based on their Y level relative to you. The Start Fading At value controls the minimum Y difference before that darkening begins.